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Swift 3 Object-Oriented Programming

You're reading from   Swift 3 Object-Oriented Programming Implement object-oriented programming paradigms with Swift 3.0 and mix them with modern functional programming techniques to build powerful real-world applications

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Product type Paperback
Published in Feb 2017
Publisher Packt
ISBN-13 9781787120396
Length 370 pages
Edition 2nd Edition
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Author (1):
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Gaston C. Hillar Gaston C. Hillar
Author Profile Icon Gaston C. Hillar
Gaston C. Hillar
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Toc

Table of Contents (10) Chapters Close

Preface 1. Objects from the Real World to the Playground FREE CHAPTER 2. Structures, Classes, and Instances 3. Encapsulation of Data with Properties 4. Inheritance, Abstraction, and Specialization 5. Contract Programming with Protocols 6. Maximization of Code Reuse with Generic Code 7. Object-Oriented and Functional Programming 8. Extending and Building Object-Oriented Code 9. Exercise Answers

Exercises

Create the following protocols to solve the problem explained in Chapter 1, Objects from the Real-World to the Playground:

  • AbstractShape
  • AbstractRegularPolygon
  • AbstractEllipse
  • AbstractRectangle
  • AbstractCircle

After you create the protocols, create classes that implement them based on the specifications explained in Chapter 1, Objects from the Real-World to the Playground.

The following table summarizes the list of protocols to which each of the classes you must create will conform:

Class name

Conforms to the following protocol(s)

Shape

AbstractShape

Rectangle

AbstractRectangle and AbstractShape

RegularPolygon

AbstractRegularPolygon and AbstractShape

Ellipse

AbstractEllipse and AbstractShape

Circle

AbstractCircle and AbstractShape

EquilateralTriangle

AbstractRegularPolygon and AbstractShape

Square

AbstractRegularPolygon and AbstractShape

RegularHexagon

AbstractRegularPolygon and AbstractShape

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